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V!nc3r last won the day on March 25

V!nc3r had the most liked content!


About V!nc3r

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  • Birthday 09/21/1986

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  1. V!nc3r

    Suggestions about default loading logo

    OK so I suppose I can stop working on this myself-auto-assignation task isn't it? Nice to see that a rebranding process is on the move!
  2. V!nc3r

    Suggestions about default loading logo

    That's nice explanations! I'm probably not the best person to be in charge of that, especially 'cause I don't have much experience in UX things. When you say does that mean you already have a guy on this task?
  3. I was taking example from glTF process, where ORM texture is available (even if Occlusion map have its own node, we can use the same texture as Metallic Roughness). And about how to merge metallic, roughness & occlusion in only on texture: you get your differents passes as black and white images, and the simpliest way I found until then is to use Allegorithmic Substance Designer which is perfect to combine image data, but I think its also doable through Photoshop, Gimp, maybe Krita and even CLI tools like ImageMagick. Substance Painter can also export directly ORM using gltf export pattern. About occlusion it needs some node mixing to get it in a Cycle shader (but if its in ORM texture, BJS user can activate AO pass using useAmbientOcclusionFromMetallicTextureRed = true;)
  4. V!nc3r

    Suggestions about default loading logo

    yep, maybe it could looks better with progress bar or rotating thing
  5. Actually, Blender use indices too, but you can give a name to them. For example, if you have an active object and type bpy.context.active_object.data.uv_layers[0].name in the console, you should read your first UV channel name. If you change the 0 by 1, you'll see the second UV channel name, etc. This index number is exactly the same than the coordinatesIndex one.
  6. actually I was on the wrong track: some meshes share the same material, but some have UV use by "wall" material on first channel, others on the second, and other doesn't have second channel and as the exporter log says: and I have also this in the .babylon: "materials": [ { "name": "hextiles_2_0.wall", [...] "diffuseTexture": { "name": "wall.png", [...] "coordinatesIndex": 1 } }, As your mesh doesn't have two UV chans, coordinatesIndex = 1 can't work on it.
  7. I just had a feeling, and I suppose attaching to a new primitive just made a kind of data cleaning/reset.
  8. OK. It seems this mesh was broken, so I attached it to a new Cube and it solved the issue
  9. V!nc3r

    Suggestions about default loading logo

    Here a little progress, for now which one you guys prefer? https://raw.githubusercontent.com/Vinc3r/graphic-assets/master/BJS-loading-screen/_ideas_/logo-BJS-render/multiple-views0000-0100.mp4 Do not hesitate to suggest me ideas. Currently these anims are made using Blender, allowing quick-and-dirty tests, but I try to only use CSSable animations.
  10. V!nc3r


    Finally! (non-mobile link)
  11. Some objects doesn't have materials, so of course there are not exported (ex: water_water_water.tile)
  12. Can you share your .blend too? I think issue come from material configuration.
  13. if you want helps, we need access to better infos. Here we can't see any texture, and it's probably just your cubemap which is misconfigured. Try to link it here for example (here it's .env but you can use any other image format): https://www.babylonjs-playground.com/#MXMWMR#1 You have some resources examples here: https://doc.babylonjs.com/resources/playground_textures#cubetextures
  14. V!nc3r

    Inspector v2.0 is ready for testing

    Looks like very nice enhancement, nice job. Haven't tried it in local projet for now, but will do for sure